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                        <h1 class="file-heading">File: src/pixi/filters/NormalMapFilter.js</h1>

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    <pre class="code prettyprint linenums">
/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 */


/**
 * The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. 
 * You can use this filter to apply all manor of crazy warping effects
 * Currently the r property of the texture is used offset the x and the g property of the texture is used to offset the y.
 * 
 * @class NormalMapFilter
 * @extends AbstractFilter
 * @constructor
 * @param texture {Texture} The texture used for the displacement map * must be power of 2 texture at the moment
 */
PIXI.NormalMapFilter = function(texture)
{
	PIXI.AbstractFilter.call( this );
	
	this.passes = [this];
	texture.baseTexture._powerOf2 = true;

	// set the uniforms
	this.uniforms = {
		displacementMap: {type: &#x27;sampler2D&#x27;, value:texture},
		scale:			 {type: &#x27;2f&#x27;, value:{x:15, y:15}},
		offset:			 {type: &#x27;2f&#x27;, value:{x:0, y:0}},
		mapDimensions:   {type: &#x27;2f&#x27;, value:{x:1, y:1}},
		dimensions:   {type: &#x27;4f&#x27;, value:[0,0,0,0]},
	//	LightDir: {type: &#x27;f3&#x27;, value:[0, 1, 0]},
		LightPos: {type: &#x27;3f&#x27;, value:[0, 1, 0]}
	};
	

	if(texture.baseTexture.hasLoaded)
	{
		this.uniforms.mapDimensions.value.x = texture.width;
		this.uniforms.mapDimensions.value.y = texture.height;
	}
	else
	{
		this.boundLoadedFunction = this.onTextureLoaded.bind(this);

		texture.baseTexture.on(&quot;loaded&quot;, this.boundLoadedFunction);
	}

	this.fragmentSrc = [
	  &quot;precision mediump float;&quot;,
	  &quot;varying vec2 vTextureCoord;&quot;,
	  &quot;varying float vColor;&quot;,
	  &quot;uniform sampler2D displacementMap;&quot;,
	  &quot;uniform sampler2D uSampler;&quot;,
	 
	  &quot;uniform vec4 dimensions;&quot;,
	  
		&quot;const vec2 Resolution = vec2(1.0,1.0);&quot;,      //resolution of screen
		&quot;uniform vec3 LightPos;&quot;,    //light position, normalized
		&quot;const vec4 LightColor = vec4(1.0, 1.0, 1.0, 1.0);&quot;,      //light RGBA -- alpha is intensity
		&quot;const vec4 AmbientColor = vec4(1.0, 1.0, 1.0, 0.5);&quot;,    //ambient RGBA -- alpha is intensity 
		&quot;const vec3 Falloff = vec3(0.0, 1.0, 0.2);&quot;,         //attenuation coefficients

		&quot;uniform vec3 LightDir;&quot;,//&quot; = vec3(1.0, 0.0, 1.0);&quot;,


	  &quot;uniform vec2 mapDimensions;&quot;,// = vec2(256.0, 256.0);&quot;,
	 

	  &quot;void main(void) {&quot;,
	  	&quot;vec2 mapCords = vTextureCoord.xy;&quot;,

	  	&quot;vec4 color = texture2D(uSampler, vTextureCoord.st);&quot;,
        &quot;vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;&quot;,
 

	  	&quot;mapCords *= vec2(dimensions.x/512.0, dimensions.y/512.0);&quot;,
	  
	  	&quot;mapCords.y *= -1.0;&quot;,
	 	&quot;mapCords.y += 1.0;&quot;,

	 	//RGBA of our diffuse color
		&quot;vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);&quot;,

		//RGB of our normal map
		&quot;vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;&quot;,

		//The delta position of light
		//&quot;vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);&quot;,
		&quot;vec3 LightDir = vec3(LightPos.xy - (mapCords.xy), LightPos.z);&quot;,
		//Correct for aspect ratio
		//&quot;LightDir.x *= Resolution.x / Resolution.y;&quot;,

		//Determine distance (used for attenuation) BEFORE we normalize our LightDir
		&quot;float D = length(LightDir);&quot;,

		//normalize our vectors
		&quot;vec3 N = normalize(NormalMap * 2.0 - 1.0);&quot;,
		&quot;vec3 L = normalize(LightDir);&quot;,

		//Pre-multiply light color with intensity
		//Then perform &quot;N dot L&quot; to determine our diffuse term
		&quot;vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);&quot;,

		//pre-multiply ambient color with intensity
		&quot;vec3 Ambient = AmbientColor.rgb * AmbientColor.a;&quot;,

		//calculate attenuation
		&quot;float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );&quot;,

		//the calculation which brings it all together
		&quot;vec3 Intensity = Ambient + Diffuse * Attenuation;&quot;,
		&quot;vec3 FinalColor = DiffuseColor.rgb * Intensity;&quot;,
		&quot;gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);&quot;,
		//&quot;gl_FragColor = vec4(1.0, 0.0, 0.0, Attenuation);&quot;,//vColor * vec4(FinalColor, DiffuseColor.a);&quot;,
	/*
	 	// normalise color
	 	&quot;vec3 normal = normalize(nColor * 2.0 - 1.0);&quot;,
	 	
	 	&quot;vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );&quot;,

	 	&quot;float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);&quot;,

	 	&quot;float d = sqrt(dot(deltaPos, deltaPos));&quot;, 
        &quot;float att = 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) );&quot;,

        &quot;vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;&quot;,
        &quot;result *= color.rgb;&quot;,
       
        &quot;gl_FragColor = vec4(result, 1.0);&quot;,*/

	  	

	  &quot;}&quot;
	];
	
}

PIXI.NormalMapFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.NormalMapFilter.prototype.constructor = PIXI.NormalMapFilter;

/**
 * Sets the map dimensions uniforms when the texture becomes available.
 *
 * @method onTextureLoaded
 */
PIXI.NormalMapFilter.prototype.onTextureLoaded = function()
{
	this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
	this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;

	this.uniforms.displacementMap.value.baseTexture.off(&quot;loaded&quot;, this.boundLoadedFunction)
};

/**
 * The texture used for the displacement map. Must be power of 2 texture.
 *
 * @property map
 * @type Texture
 */
Object.defineProperty(PIXI.NormalMapFilter.prototype, &#x27;map&#x27;, {
    get: function() {
        return this.uniforms.displacementMap.value;
    },
    set: function(value) {
    	this.uniforms.displacementMap.value = value;
    }
});

/**
 * The multiplier used to scale the displacement result from the map calculation.
 *
 * @property scale
 * @type Point
 */
Object.defineProperty(PIXI.NormalMapFilter.prototype, &#x27;scale&#x27;, {
    get: function() {
        return this.uniforms.scale.value;
    },
    set: function(value) {
    	this.uniforms.scale.value = value;
    }
});

/**
 * The offset used to move the displacement map.
 *
 * @property offset
 * @type Point
 */
Object.defineProperty(PIXI.NormalMapFilter.prototype, &#x27;offset&#x27;, {
    get: function() {
        return this.uniforms.offset.value;
    },
    set: function(value) {
    	this.uniforms.offset.value = value;
    }
});

    </pre>
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